/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006 - 2013 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

/* ScriptData
 SDName: Boss_Flamegor
 SD%Complete: 100
 SDComment:
 SDCategory: Blackwing Lair
 EndScriptData */

#include "ScriptPCH.h"

#define EMOTE_FRENZY            -1469031

#define SPELL_SHADOWFLAME        22539
#define SPELL_WINGBUFFET         23339
#define SPELL_FRENZY             23342                      //This spell periodically triggers fire nova
class boss_flamegor: public CreatureScript {
public:
    boss_flamegor() :
            CreatureScript("boss_flamegor") {
    }

    CreatureAI* GetAI(Creature* pCreature) const {
        return new boss_flamegorAI(pCreature);
    }

    struct boss_flamegorAI: public ScriptedAI {
        boss_flamegorAI(Creature *c) :
                ScriptedAI(c) {
        }

        uint32 ShadowFlame_Timer;
        uint32 WingBuffet_Timer;
        uint32 Frenzy_Timer;

        void Reset() {
            ShadowFlame_Timer = 21000; //These times are probably wrong
            WingBuffet_Timer = 35000;
            Frenzy_Timer = 10000;
        }

        void EnterCombat(Unit * /*who*/) {
            DoZoneInCombat();
        }

        void UpdateAI(const uint32 diff) {
            if (!UpdateVictim())
                return;

            //ShadowFlame_Timer
            if (ShadowFlame_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_SHADOWFLAME);
                ShadowFlame_Timer = 15000 + rand() % 7000;
            } else
                ShadowFlame_Timer -= diff;

            //WingBuffet_Timer
            if (WingBuffet_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_WINGBUFFET);
                if (DoGetThreat(me->getVictim()))
                    DoModifyThreatPercent(me->getVictim(), -75);

                WingBuffet_Timer = 25000;
            } else
                WingBuffet_Timer -= diff;

            //Frenzy_Timer
            if (Frenzy_Timer <= diff) {
                DoScriptText(EMOTE_FRENZY, me);
                DoCast(me, SPELL_FRENZY);
                Frenzy_Timer = urand(8000, 10000);
            } else
                Frenzy_Timer -= diff;

            DoMeleeAttackIfReady();
        }
    };
};

void AddSC_boss_flamegor() {
    new boss_flamegor();
}
